引擎源码版,复制\Engine\Source\Programs\路径下的BlankProgram空项目示例。
重命名BlankProgram,例如CustomTcpProgram,并修改项目名称。
修改.Build.cs内容
修改Target.cs内容
修改Private文件夹内.h.cpp文件名并修改.cpp内容
刷新引擎
在项目.Build.cs中加入模块
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class TCPSocketServer : ModuleRules
{
public TCPSocketServer(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePathModuleNames.Add("Launch");
PrivateDependencyModuleNames.Add("Core");
PrivateDependencyModuleNames.Add("Projects");
//加入网络模块
PrivateDependencyModuleNames.Add("Sockets");
PrivateDependencyModuleNames.Add("ApplicationCore");
// to link with CoreUObject module:
// PrivateDependencyModuleNames.Add("CoreUObject");
// to enable tracing:
// AppendStringToPublicDefinition("UE_TRACE_ENABLED", "1");
// to enable LLM tracing:
// GlobalDefinitions.Add("LLM_ENABLED_IN_CONFIG=1");
// GlobalDefinitions.Add("UE_MEMORY_TAGS_TRACE_ENABLED=1");
}
}
.cpp
// Copyright Epic Games, Inc. All Rights Reserved.
#include "TCPSocketServer.h"
#include "RequiredProgramMainCPPInclude.h"
#include "Sockets.h"
#include "SocketSubsystem.h"
DEFINE_LOG_CATEGORY_STATIC(LogTCPSocketServer, Log, All);
IMPLEMENT_APPLICATION(TCPSocketServer, "TCPSocketServer");
INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{
//应用初始化设置
GEngineLoop.PreInit(ArgC,ArgV);
// 获取网络套接字子系统
ISocketSubsystem* SocketSubsystem = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM);
// 创建一个TCP类型的套接字,命名为"This TcpIp Type"
FSocket* Socket = SocketSubsystem->CreateSocket(NAME_Stream,TEXT("This TcpIp Type"));
// 创建一个互联网地址对象,用于指定服务器的IP地址和端口号
TSharedPtr<FInternetAddr> Addr = SocketSubsystem->CreateInternetAddr();
Addr->SetPort(8888);
bool bIsValid = false;
Addr->SetIp(TEXT("127.0.0.1"),bIsValid);
Socket->Bind(*Addr);
Socket->Listen(128);
while (true)
{
// 接受一个新的客户端连接请求,并返回一个新的套接字对象来表示这个连接
FSocket* ClinetSocket = Socket->Accept(TEXT("ClinetConnect"));
// 创建一个字节数组用于存储接收到的数据
uint8 Buf[1024]{0};
//存储实际读取到的字节数
int32 BytesRead = 0;
// 从客户端套接字读取数据到Buf数组中,最多读取1024字节,并将实际读取的字节数存储在BytesRead中
ClinetSocket->Recv(Buf,1024,BytesRead);
// 将接收到的字节数组转换为TCHAR字符串(用于UE5的字符串处理)
FString Msg = UTF8_TO_TCHAR(reinterpret_cast<char *>(Buf));
UE_LOG(LogTCPSocketServer,Display,TEXT("Msg = %s||Len = %d"),*Msg,BytesRead);
}
}
/*
*TArray<FSocket*> Sockets; // 假设这是你的套接字列表
// 遍历套接字列表
for (int i = 0; i < Sockets.Num(); i++)
{
FSocket* Socket = Sockets[i];
FInternetAddr* RemoteAddr = Socket->GetRemoteAddress();
// 获取远程地址的IP和端口号
FString IP;
uint16 Port;
RemoteAddr->GetIP(IP);
RemoteAddr->GetPort(Port);
// 使用IP和端口号进行进一步的处理或记录等操作
UE_LOG(LogTCPSocketServer, Display, TEXT("Client IP: %s, Port: %d"), *IP, Port);
}
*/
客户端.cpp
// Copyright Epic Games, Inc. All Rights Reserved.
#include "TCPSocketClient.h"
#include "RequiredProgramMainCPPInclude.h"
#include "Sockets.h"
#include "SocketSubsystem.h"
DEFINE_LOG_CATEGORY_STATIC(LogTCPSocketClient, Log, All);
IMPLEMENT_APPLICATION(TCPSocketClient, "TCPSocketClient");
INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{
GEngineLoop.PreInit(ArgC,ArgV);
ISocketSubsystem* SocketSubsystem = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM);
FSocket* Socket = SocketSubsystem->CreateSocket(NAME_Stream,TEXT("This Tcp Client"));
TSharedPtr<FInternetAddr> Addr = SocketSubsystem->CreateInternetAddr();
Addr->SetPort(8888);
bool bIsValid = false;
Addr->SetIp(TEXT("127.0.0.1"),bIsValid);
if (Socket->Connect(*Addr))
{
FString Msg = TEXT("Hello Server");
int32 SendSize = 0;
Socket->Send(reinterpret_cast<uint8*>(TCHAR_TO_UTF8(*Msg)),Msg.Len(),SendSize);
}
Socket->Close();
SocketSubsystem->DestroySocket(Socket);
UE_LOG(LogTCPSocketClient, Display, TEXT("Hello World"));
FEngineLoop::AppExit();
return 0;
}
未完待续。。。